mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
51f13391e6
The structurizer is implemented along the lines of what is usually called the "structured program theorem": the control flow is completely virtualized by mean of an additional TEMP register which stores the block index which is currently running. The whole program is then converted to a huge switch construction enclosed in a loop, executing at each iteration the appropriate block and updating the register depending on block jump instruction. The algorithm's generality is also its major weakness: it accepts any input program, even if its CFG is not reducible, but the output program lacks any useful convergence information. It satisfies the letter of the SPIR-V requirements, but it is expected that it will be very inefficient to run on a GPU (unless a downstream compiler is able to devirtualize the control flow and do a proper convergence analysis pass). The algorithm is however very simple, and good enough to at least pass tests, enabling further development. A better alternative is expected to be upstreamed incrementally. Side note: the structured program theorem is often called the Böhm-Jacopini theorem; Böhm and Jacopini did indeed prove a variation of it, but their algorithm is different from what is commontly attributed to them and implemented here, so I opted for not using their name.
312 lines
4.4 KiB
Plaintext
312 lines
4.4 KiB
Plaintext
% Test early return from a user-defined function.
|
|
|
|
[pixel shader]
|
|
|
|
float func(out float o)
|
|
{
|
|
o = 0.1;
|
|
return 0.2;
|
|
o = 0.3;
|
|
return 0.4;
|
|
}
|
|
|
|
void func2(out float o)
|
|
{
|
|
o = 0.5;
|
|
return;
|
|
o = 0.6;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.z = 0.7;
|
|
ret.x = func(ret.y);
|
|
func2(ret.w);
|
|
ret.z = 0.8;
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
draw quad
|
|
probe all rgba (0.2, 0.1, 0.8, 0.5);
|
|
|
|
[pixel shader todo(sm<4)]
|
|
uniform float f;
|
|
|
|
float func(out float o)
|
|
{
|
|
o = 0.1;
|
|
if (f < 0.3)
|
|
{
|
|
return 0.2;
|
|
o = 0.3;
|
|
}
|
|
else if (f < 0.7)
|
|
{
|
|
o = 0.4;
|
|
return 0.5;
|
|
}
|
|
o = 0.6;
|
|
return 0.7;
|
|
}
|
|
|
|
float func2(out float o)
|
|
{
|
|
o = 0.1;
|
|
if (f < 0.5)
|
|
{
|
|
o = 0.2;
|
|
}
|
|
else
|
|
{
|
|
o = 0.4;
|
|
return 0.3;
|
|
}
|
|
return 0.5;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.x = func(ret.y);
|
|
ret.z = func2(ret.w);
|
|
ret += 0.1;
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 0.1
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.3, 0.2, 0.6, 0.3) 1
|
|
uniform 0 float 0.4
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.6, 0.5, 0.6, 0.3) 1
|
|
uniform 0 float 0.6
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.6, 0.5, 0.4, 0.5) 1
|
|
uniform 0 float 0.8
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.8, 0.7, 0.4, 0.5) 1
|
|
|
|
[pixel shader todo(sm<4)]
|
|
uniform float f;
|
|
|
|
float func(out float o)
|
|
{
|
|
o = 0.1;
|
|
if (f < 0.3)
|
|
{
|
|
return 0.2;
|
|
}
|
|
o += 0.3;
|
|
if (f < 0.7)
|
|
{
|
|
return 0.5;
|
|
}
|
|
o += 0.5;
|
|
return 1.0;
|
|
}
|
|
|
|
float func2(out float o)
|
|
{
|
|
o = 0.1;
|
|
if (f < 0.7)
|
|
{
|
|
if (f < 0.3)
|
|
return 0.2;
|
|
o += 0.3;
|
|
}
|
|
o += 0.5;
|
|
return 1.0;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.x = func(ret.y);
|
|
ret.z = func2(ret.w);
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 0.1
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.2, 0.1, 0.2, 0.1) 1
|
|
uniform 0 float 0.5
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.5, 0.4, 1.0, 0.9) 1
|
|
uniform 0 float 0.9
|
|
todo(sm<4) draw quad
|
|
probe all rgba (1.0, 0.9, 1.0, 0.6) 1
|
|
|
|
[pixel shader todo(sm<4)]
|
|
float func(out float o)
|
|
{
|
|
o = 0.1;
|
|
for (;;)
|
|
{
|
|
o *= 2;
|
|
return 0.3;
|
|
o *= 3;
|
|
}
|
|
o = 0;
|
|
return 0.4;
|
|
}
|
|
|
|
float func2(out float o)
|
|
{
|
|
o = 0.1;
|
|
for (;;)
|
|
{
|
|
if (o > 0.5)
|
|
return 0.2;
|
|
o *= 2;
|
|
}
|
|
o = 0;
|
|
return 0.3;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.x = func(ret.y);
|
|
ret.z = func2(ret.w);
|
|
ret += 0.1;
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.4, 0.3, 0.3, 0.9) 1
|
|
|
|
[pixel shader todo(sm<4)]
|
|
uniform float f;
|
|
|
|
float func(out float o)
|
|
{
|
|
int i;
|
|
|
|
o = 0.1;
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
if (o > f)
|
|
return 0.2;
|
|
o *= 2;
|
|
}
|
|
o = 0;
|
|
return 0.3;
|
|
}
|
|
|
|
float func2(out float o)
|
|
{
|
|
if (f < 0.5)
|
|
{
|
|
o = 0.1;
|
|
for (;;)
|
|
{
|
|
o *= 2;
|
|
return 0.2;
|
|
}
|
|
o *= 3;
|
|
return 0.3;
|
|
}
|
|
else
|
|
{
|
|
o = 0.4;
|
|
}
|
|
o = 0.5;
|
|
return 0.6;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.x = func(ret.y);
|
|
ret.z = func2(ret.w);
|
|
ret += 0.1;
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
uniform 0 float 0.0
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.3, 0.2, 0.3, 0.3) 1
|
|
|
|
uniform 0 float 0.1
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.3, 0.3, 0.3, 0.3) 1
|
|
|
|
uniform 0 float 0.3
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.3, 0.5, 0.3, 0.3) 1
|
|
|
|
uniform 0 float 0.7
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.3, 0.9, 0.7, 0.6) 1
|
|
|
|
uniform 0 float 0.9
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.4, 0.1, 0.7, 0.6) 1
|
|
|
|
[pixel shader todo(sm<4)]
|
|
|
|
uniform float4 f[3];
|
|
|
|
float func(out float o)
|
|
{
|
|
int i, j;
|
|
|
|
o = 0.1;
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
for (j = 0; j < 3; ++j)
|
|
{
|
|
if (o > f[j].x)
|
|
return 0.2;
|
|
}
|
|
o *= 2;
|
|
}
|
|
o = 0;
|
|
return 0.3;
|
|
}
|
|
|
|
float4 main() : sv_target
|
|
{
|
|
float4 ret;
|
|
|
|
ret.x = func(ret.y);
|
|
ret.zw = 0.5;
|
|
ret += 0.1;
|
|
return ret;
|
|
}
|
|
|
|
[test]
|
|
|
|
uniform 0 float4 0.3 0.0 0.0 0.0
|
|
uniform 4 float4 0.0 0.0 0.0 0.0
|
|
uniform 8 float4 0.1 0.0 0.0 0.0
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.3, 0.2, 0.6, 0.6) 1
|
|
|
|
uniform 4 float4 0.35 0.0 0.0 0.0
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.3, 0.3, 0.6, 0.6) 1
|
|
|
|
uniform 8 float4 0.5 0.0 0.0 0.0
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.3, 0.5, 0.6, 0.6) 1
|
|
|
|
uniform 0 float4 1.0 0.0 0.0 0.0
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.3, 0.5, 0.6, 0.6) 1
|
|
|
|
uniform 4 float4 2.0 0.0 0.0 0.0
|
|
todo(sm<4) draw quad
|
|
probe all rgba (0.4, 0.1, 0.6, 0.6) 1
|